STARCRAFT II: WINGS OF LIBERTY

IN THE BEGINNING...

001. RISE OF THE CONFEDERACYLong ago four supercarriers loaded with political dissidents and convicts from Earth crash-landed on the distant planets of Tarsonis, Moria, and Umoja. These hardy and resourceful terrans established colonies and eventually spread to other planets. In time the largest and most technologically advanced of the colonies, Tarsonis, founded a powerful yet oppressive government called the Terran Confederacy. A bloody rebellion ignited against the Confederacy, led by an ambitious and charismatic ex-prospector named Arcturus Mengsk. Yet as Mengsk and his Sons of Korhal strove to liberate their terran brethren from the yoke of oppression, a far greater conflict loomed on the horizon....

002. FIRST CONTACTHumanity first learned that it was not alone in the universe when a gleaming fleet of protoss warships emerged over the Confederate planet of Chau Sara and incinerated its surface without warning. On Chau Sara’s sister planet, Mar Sara, Marshal Jim Raynor found evidence of a second alien presence. Attacks broke out across the planet, and it took the Sons of Korhal to mount any kind of organized resistance to the aliens, which had now become known as the zerg. Jim Raynor and the rebels evacuated as many people as possible from Mar Sara before the mysterious protoss fleet reappeared and incinerated the planet. Thoroughly disillusioned with the Confederacy, Raynor joined the Sons of Korhal. On the planet of Antiga Prime, he worked with Mengsk’s second-in-command, Sarah Kerrigan– formerly an elite assassin for the Confederacy–whom Mengsk had liberated from the government’s neural conditioning. Despite a rocky start, Raynor and Kerrigan quickly formed an efficient partnership. Mengsk stirred up a full-scale revolt against the Confederacy on Antiga Prime. He then employed a psi emitter–a Confederate-designed device that acted as a beacon for the zerg–to destroy the Confederacy’s forces. Soon afterward the protoss incinerated Antiga Prime from orbit, just as they had done to Chau Sara and Mar Sara.

003. THE GREAT BETRAYALNext Mengsk struck at Tarsonis, the capital of the Confederacy. To Kerrigan’s horror, he had psi emitters placed on the uninfested and densely populated planet. As the zerg descended on Tarsonis, Raynor began to question Mengsk’s sanity: no measure seemed too extreme for Mengsk if it achieved his goals. This time the protoss fleet’s leader, Executor Tassadar, deployed ground forces in an effort to save the planet. Mengsk ordered Kerrigan to vanquish the protoss. Despite her misgivings, Kerrigan obeyed and ensured that the planet would fall to the zerg Swarm. Surrounded by zerg, Kerrigan called for evac. However, in a shocking betrayal, Mengsk abandoned Kerrigan and her troops to their fate. Furious, Raynor rushed to Tarsonis in a desperate attempt to save his partner. Yet in spite of his best efforts, he arrived too late.

004. THE DOMINION AND THE QUEEN OF BLADESWith the destruction of Tarsonis and the collapse of the Confederacy, most terran survivors quickly pledged allegiance to the Sons of Korhal, which had become the primary military force opposing the alien invaders. As planet after planet appealed to the Sons of Korhal for aid, Mengsk announced that a new government, the Terran Dominion, was necessary to protect these worlds. Promising victory over the aliens, he declared himself emperor of the Dominion. Meanwhile, Jim Raynor struggled with the loss of Sarah Kerrigan as he came to the full realization that he had begun to fall in love with her. Haunted by her death and the many other demons of his past, Raynor stole Mengsk’s flagship, the Hyperion, and resolved to seek justice in Kerrigan’s name. What Raynor could not have known, was that Sarah Kerrigan was not dead. The Overmind–the supreme consciousness who controlled the zerg–had altered Kerrigan by infecting her with the zerg hyperevolutionary virus. Her subsequent evolution unlocked incredible strength and immeasurably potent psionic abilities. Ultimately she emerged as the Queen of Blades: the Overmind’s loyal servant, an extraordinary entity stripped of human ethics and morality and ruthlessly dedicated to the survival of the Swarm.

Yet the Overmind had suffered a terrible blow: Zeratul, a leader among the protoss’s estranged brethren, the dark templar, killed one of the Overmind’s cerebrates. The zerg brood formerly controlled by the slain lieutenant ran amok and turned against the rest of the Swarm, which was forced to obliterate them. All was not lost for the zerg, however. When Zeratul killed the cerebrate, he made fleeting telepathic contact with the Overmind. In that moment, the Overmind discovered the location of the protoss homeworld of Aiur. The zerg assaulted Aiur, and although the protoss resisted valiantly, the zerg established a foothold, and the Overmind embedded itself in the planet’s surface. Joining forces with Jim Raynor, Tassadar rallied the flagging protoss for one final push against their foes, yet protoss forces only weakened the zerg while sustaining heavy losses themselves. In a last desperate gamble, Tassadar channeled the energies of the Aiur protoss, and the outlawed energies of the dark templar through the hull of his ship, the Gantrithor, and steered the vessel on a collision course with the monstrous Overmind. Tassadar’s brave sacrifice resulted in an explosion that killed the Overmind and threw its minions on Aiur into disarray. The protoss had little cause to rejoice, though, for much of Aiur was left in ruins. Furthermore, the Swarm as a whole was undefeated. Far away on the planet Char, Kerrigan sensed the Overmind’s death and finally grasped the true purpose of her creation. The reign of the Queen of Blades was about to begin.

THE BROOD WAR

001. AN UNLIKELY ALLYEven without the Overmind, there was little doubt that the zerg would overrun the remaining protoss on Aiur. The Aiur protoss’ only hope for survival lay in escaping to the dark templar homeworld of Shakuras, where Zeratul offered to shelter the protoss refugees. It was there that the protoss were confronted by Kerrigan, who demanded to speak with the dark templar matriarch, Raszagal. Kerrigan swore that she was no longer a merciless killer, and notified the protoss that several zerg cerebrates had merged to create a new Overmind. If this Overmind matured and gained control of the Swarm, Kerrigan warned that she would revert to the savage and cruel creature she had been. In order to prevent that from happening, Kerrigan volunteered to help the protoss fight the zerg and the new Overmind. Raszagal accepted Kerrigan’s proposition despite the reservations of Zeratul and others.

In the course of executing their plan, the protoss grew suspicious of Kerrigan. They learned too late that their alliance with her had only helped the Queen of Blades achieve her true goal: eliminating a challenge to her rule over the Swarm. Due to the dark templar’s assistance, several dissident cerebrates were destroyed. Kerrigan departed from Shakuras even as the horrified protoss concluded that they had no choice but to finish what they had started. Utilizing the power of an ancient xel’naga temple, the protoss successfully obliterated the zerg on Shakuras. Even so, they paid a terrible price, for the cataclysmic explosion left Shakuras a wasteland of sand dunes and shattered ruins.

002. THE UNITED EARTH DIRECTORATEUnbeknownst to the terrans in the Koprulu sector, Earth had kept a long and silent watch over its far-flung colonial planets. The frightening discovery of hostile aliens managed to unite Earth as never before, leading to the formation of a new government called the United Earth Directorate (UED). When it became clear that the Koprulu colonies were losing strength, the UED’s ruling council considered it the perfect time to establish control over its distant cousins. After monitoring zerg and protoss activity for several months, the UED was confident that it could control the zerg. By this time the UED had received word that a new Overmind had formed on the planet Char. Confident of victory, the UED dispatched an expeditionary fleet to enslave the young Overmind and use the Swarm to overthrow the Terran Dominion. The fleet moved to secure the planet Braxis as a staging point, assaulting its capital city. The city was well defended, and progress was slow, but UED forces made contact with fighters from the Confederate Resistance Forces. Their leader, Samir Duran, explained that they had sworn to overthrow the Terran Dominion and Emperor Mengsk. These fighters volunteered to become new recruits of the UED. With Duran’s aid, the UED soon had access to the Dominion’s primary datanet– specifically, its weapons diagnostics and other top-secret material. The UED moved on to the Dylarian shipyards, where the bulk of the Dominion’s battlecruisers were docked. Striking swiftly, the soldiers commandeered the ships for their own use and conscripted the remnants of the Dylarian defenders.

UED forces bolstered their strength further and headed to Korhal IV, capital world of the Dominion. After a fierce battle, Directorate forces laid siege to Korhal’s capital city, Augustgrad, forcing Emperor Arcturus Mengsk to contact the UED fleet requesting a parley. The emperor’s small fleet was surrounded, but while UED forces were preparing to take Mengsk into custody, Jim Raynor arrived in Mengsk’s old battlecruiser, the Hyperion, along with a small protoss fleet. Raynor angrily made it clear that he was rescuing Mengsk only because a mutual acquaintance wanted Mengsk alive. Moments later, Raynor, his protoss allies, and Mengsk had escaped.

The UED persisted in its campaign, moving on to Char to capture the developing Overmind and, through it, seize control of the zerg. Directorate forces overcame the Overmind’s defenses and soon specially trained medics began administering powerful neurostims to pacify the organism. By then Duran had been revealed as a spy working with Kerrigan, but that discovery made little difference: the Overmind was firmly under Directorate control.

003. DESTRUCTION OF THE PSI DISRUPTERThe UED’s control over the new Overmind and the broods on Char gave the Directorate a decisive advantage over Kerrigan, for a weapon known as the psi disrupter prevented the Queen of Blades from controlling the zerg broods that were not yet under the Overmind’s control. Fortunately for Kerrigan, however, she had foreseen this difficulty and had acted accordingly. Kerrigan had contacted Jim Raynor from her fortress on the planet Tarsonis. Raynor cared for her before she joined the Swarm, and she knew that on some level he still had feelings for her, even though he distrusted her. Contacting him had therefore involved minimal risk to Kerrigan, and Raynor had made the perfect ambassador between her and the protoss on Shakuras, who had not forgotten Kerrigan’s past manipulations. Once Raynor and the protoss had been willing to listen, she had asked them to rescue Emperor Mengsk and the battle-scarred remnants of the Dominion fleet from the UED’s assault. Galvanized by the threat of an emergent Overmind in the hands of the UED, Raynor had temporarily put aside his hatred of Mengsk and agreed
to Kerrigan’s plan.

Once Raynor had rescued Mengsk, Kerrigan assured the emperor that she had no intention of killing him, for she was no longer angry at his betrayal. Victory over the UED, she maintained, was more important than petty grudges.

Kerrigan explained that she wanted to use Mengsk’s psi emitters to reclaim control of additional zerg forces. She would then be able to tear down the psi disrupter, at which point she would finally stand a chance of beating the Directorate fleet. In return, she offered to help Mengsk reclaim the planet Korhal from the UED. Mengsk was free to refuse her offer, of course, but if he did, she would imprison him for the rest of his life. Mengsk could see no other alternative, and he was enticed by the prospect of reclaiming Korhal, so he loaned Kerrigan the psi emitters. Kerrigan’s plan worked perfectly, and she destroyed the psi disrupter on Braxis. Once Kerrigan had gained control over a greater number of zerg and built up sufficient resources, she and her reluctant allies launched an assault on Korhal. The UED forces occupying the planet were overwhelmed, and Mengsk was jubilant as he retook possession of the planet. Declaring himself the emperor of the Terran Dominion once again, he set up a base of operations in Augustgrad.

004. BROKEN ALLIANCEKerrigan, having rebuilt her zerg forces and driven the UED from its primary seat of power in the Koprulu sector, decided that her allies had outlived their usefulness. Duran pointed out that if she struck now, her erstwhile allies would not be expecting an attack. Without warning Kerrigan sent multitudes of her minions against the terran encampments. Mengsk denounced Kerrigan for her treachery. She responded that her actions were well-justified revenge, given the suffering she had undergone due to Mengsk’s betrayal on Tarsonis. As for Mengsk, she would permit him to live: she wanted him to watch her ascend to ultimate power and know that he had helped shape her into the deadly Queen of Blades.

Raynor fought courageously, but he knew a hopeless fight when he saw one. As he escaped from Korhal, he promised Kerrigan that she would pay for the lives she had taken: one day, Raynor swore, he would kill her.

009. FREEING RASZAGALKerrigan remained determined to crush the UED forces and their enslaved Overmind. To that end, she traveled to the planet Shakuras and kidnapped the dark templar matriarch, Raszagal. Using Raszagal as leverage, Kerrigan laid out her demands. Because only Zeratul and his people could destroy the Overmind and its cerebrates, Kerrigan made them an offer: if the dark templar killed these renegade zerg, Kerrigan would permit Raszagal to return to Shakuras.

Despite Zeratul’s reservations, Raszagal convinced him that, for the sake of all protoss, he must do as Kerrigan demanded. In the end, Zeratul obeyed. The dark templar assaulted the UED forces on Char and managed to slay the Overmind along with its cerebrates. As a result, all zerg in the Koprulu sector became subject to Kerrigan’s will once more.

When the mission was completed, Kerrigan asked Raszagal if she wanted to return to her people, but the matriarch said that her only wish was to serve Kerrigan. In that moment, Zeratul realized that Kerrigan had long ago enslaved and corrupted Raszagal’s mind. After their defeat, the remains of the Directorate fleet had fled from the planet Char. Zeratul and the other dark templar circumvented Kerrigan’s defenses and rescued their matriarch. They had yet to realize that Raszagal’s mental enslavement could not be undone. Before the dark templar could escape with Raszagal, the zerg surrounded Zeratul’s base and attacked. As Kerrigan and her minions closed in, Zeratul cursed Kerrigan bitterly and, rather than let the zerg recapture Raszagal, dealt the matriarch a mortal blow. In her last moments, she thanked him for freeing her from Kerrigan’s influence. Ravaged by grief and guilt, Zeratul vowed he would avenge the matriarch’s fall.

005. A FAR GREATER POWERUpon leaving Char, Zeratul and the dark templar investigated protoss power signatures on an uncharted moon nearby. There they found several stasis cells containing protoss and zerg. Further investigation revealed that Samir Duran was using genetic manipulation in an unholy attempt to create the hybrid: creatures with mixed zerg and protoss DNA. Most disturbing of all, however, was the fact that Duran’s attempts were proving successful.

Unmoved by Zeratul’s disgust, Duran revealed that he served a power far greater than Kerrigan and that the creation of the hybrid was the last step in a vast cycle that was approaching its end. Duran claimed that the hybrid, who were scattered on a thousand different worlds, were on the verge of completing their development, and they would change the universe forever when they awoke.

006. KERRIGAN’S ASCENSIONFor a brief time thereafter, Kerrigan was sorely challenged. Duran had inconveniently disappeared; the orbital platform from which she watched over Char was under attack; and most of her forces were still on the planet surface. Arcturus Mengsk had scraped together a new fleet, and a gleaming armada of protoss ships from Shakuras had warped in as well. Last but not least, Directorate forces were stubbornly intent upon defeating the woman who had manipulated and humiliated them. Yet the Queen of Blades proved to be too powerful a foe as she unleashed her full wrath upon her enemies. Facing imminent defeat, Mengsk withdrew early in the battle. He told Kerrigan to watch her back because he would be lying in wait for her, ready to strike when she inevitably made a mistake.

Nor did the forces composed of Aiur protoss and dark templar retreat without a parting word, declaring that they would never forget the death of Raszagal. They too would be watching Kerrigan. At last it became clear that the UED fleet could not hope to overcome Kerrigan at her full strength. For her amusement, Kerrigan allowed the fleet to flee in the direction of Earth, giving it a reasonable head start before she sent the Swarm after them. Kerrigan’s forces soon overtook the UED fleet and tore it apart. Not one of the fleet’s ships would reach Earth to report the events that had taken place in the Koprulu sector.

AFTERMATH

The Queen of Blades has not grown complacent in the wake of her victory. She continues to keep watch over the Swarm from Char. The Brood War showed her to be more powerful than anyone could have imagined: she is truly the dominant force in the Koprulu sector. However, for the last four years the Swarm’s initial, merciless expansion has been replaced with a foreboding silence.

There is only speculation about what Kerrigan has been doing for the last four years, as no scouting expeditions to zerg-occupied planets have lived to report what they witnessed. Many believe that the zerg are building their strength and engineering new organisms before going on the offensive again. Some contend that Kerrigan is staying her hand due to some lingering shred of humanity, but those who have encountered the savage fury of the Queen of Blades suspect that this is merely wishful thinking.

The Aiur protoss have been struggling to recover from the loss of their homeworld, while attempting to reunify their society with the dark templar living on Shakuras. It has been a difficult transition for both sides, and the name of Raszagal has been invoked more than once to keep the peace. Interacting with the dark templar and the xel’naga technology on Shakuras has also led to many new developments as the protoss prepare themselves for continuing the war with the zerg.

Memories of Raszagal have plagued Zeratul, and he was deeply disturbed by his encounter with Samir Duran. For years he kept to himself, racked with guilt and sorrow, until a valiant terran archaeologist in need of Zeratul’s aid sought him out and convinced him to emerge from his self-imposed exile. Since then, Zeratul has uncovered a revelation somehow related to the xel’naga, creators of both the zerg and the protoss. He has been seeking additional clues to unravel the mystery.

Arcturus Mengsk and his forces initially returned to Korhal to regroup. His first order of business was to rebuild the Terran Dominion. In Kerrigan he has found a new target for revenge. The Dominion has risen once again to become the most powerful force among the terran factions, having taken over almost all of the original Confederate worlds.

The UED expeditionary fleet was shattered during the Brood War and now only a few isolated pockets of survivors remain hidden in the Koprulu sector.

Jim Raynor has led a resistance movement known as Raynor’s Raiders against the spreading power of the Dominion, but over the years it has been a losing battle. Arcturus Mengsk has used his greatest weapons–the media and propaganda–to marginalize Raynor’s efforts. Now Raynor seems to be losing faith, drinking heavily and haunted by the ghosts of his past. Those who know Jim Raynor best have been saying that there is one part of him that won’t rest until Sarah Kerrigan is dead......and another part of him that refuses to let her go.

*** GENERAL TIPS AND TRICKS ***

001. If you've completed your research then any available points research you have, you could sell it to Moebius Foundation (10.000 credits per sample)

002. Mercenaries can be buy from the Mother Ship or your Base Camp. Then when you at the mission, you must build Merc Compound to call in the Mercenaries but it will cost you some resources.

003. Combine Marines and Medics when attacking the enemies. It will save your armies a lot.

Tips:
- At certain area, your reinforcements will arrive. When it happens, be sure to attack the enemies before they land. By doing so, you'll save many of your reinforcements units.
- Nearly at the end of the mission, you'll be helped by the Civilians to destroy the enemies.

002. Mission 2: THE OUTLAWS
Location: Mar Sara
Reward: 45.000 Credit

Primary Mission:
- Destroy the Dominion Base

Secondary Mission:
- Rescue the Rebels

Free Unit:
- Marine
- SCV
- Medic

Allied Unit:
- Marine
- Medic

Building: Barracks, Supply Depot, Refinery, Command Center

Barrack Capability: Marine, Medic, Tech Lab

Unit Capability: None

Tips:
- Start build Refinery
- Create SCV and Marines
- You can use your SCV to lure the enemies into ambush where your Marines ready to attack incoming enemies.

Tips:
- Early at the mission, you got 2 Barrack. Upgrade each one by Tech Lab and Reactor, so you can build fast armies and can create medic.
- Early at the mission, build 5 more SCV.
- Early at the mission, build 1 Bunker at the left side near the bridge. Then at the Right side.
- Early at the mission, put your marines in the bunker. Prioritize to fill the bunker near the bridge.
- Early at the mission, build Refinery.
- Build 2 Supply Depot, each at the left and right Bridge near the bunker. It will slow enemies movement.
- Create a small armies consists of Medic and Marine to help the Rebel.
- Continuisly create Marine and Medic, to help defend the bridge. But remember, you must also build additional Supply Depot.
- Remember also to guard your rear defense, because the Zerg sometimes land on your rear defense.

Tips:
- Order your Medic to follow your Firebat unit.
- Search the surrounding area for free resources.
- When you reach the Settlement, build a bunker at the right road.
- Fill the 2 empty bunker at the north road with 4 Marine and 1 Firebat.
- You must create additional Barrack to speed up producing your armies. Build near the North Bunker.
- Place SCV at each of the nearest bunker to automatically repair the bunker.
- Build additional bunker near the 2 bunker.
- Build Continuisly Marine, Firebat and Medic. Don't forget to create additional Supply Depot.
- You must build a group of unit to explore the area to get the bonus. But beware at the top right and left area, where the enemy base located. Build strong bunker to block those area.
- The 3 Zerg Research bonus location are: 1 near the extraction point, 1 at the right area, 1 at the left area.

Tips:
- Build two bunker at each of the road. Then remember also to build a bunker near the Destructible Debris at the left lower of your base. Then move your SCV near the bunker to automatically repair the bunker when damaged.
- Build 5 more SCV to increase your resources income.
- Build small Hellion Group to destroy enemies building by daylight.
- You can build Supply Depot in front of your bunker to slow down enemies movement.
- Kill the Infestors to get the +2 Zerg Resources Bonus.
- You can use your mercenaries to help you defend your base.

Tips:
- At the beginning of the mission, build 2 Bunker at each of the entrance road. Fill the bunker with Marine and Firebat
- At the beginning of the mission, build Tech Lab addon at the Barrack, so you can train Firebat.
- Keep in mind, that Zerg can be killed by the lava.

Tips:
- The Diamondback Location is 1 near the base at the left, 3 at north of the base, 2 at south of the base.
- The Defiler Bone Samples location is 1 at the north of the base, 1 at the south of the base, 1 at the left of the base.
- You may want to create 2 Hellion at the beginning of the game, to find other Diamondback.
- There's 3 Rail Road, 1 at the north and 2 at the south. Build Bunkers near Railroad to destroy the Train
- Beware sometimes there's a group of marauder patrolling the railroad. To kill them, you may want to do these:
Before the Killing Team appear, you may want to create another group of Diamondback (at least 5), and position at the above ground of your defense, so whenever they passing by, your unit may destroy or at least injure them. Then position your main Diamonback at 2nd Defense Parameter. When they're approaching you, move your Marine outside your bunker, then at the same time, order all of your armies to attack them.
- CLICK HERE for the Map Location of Diamondback (D) and Defiler Bone (DB) Samples.
- CLICK HERE for the Map Location of Defense Parameters.
- CLICK HERE for the Map Location of Small Group of Diamondback to ambush the enemy Killing Team.

Tips:
- Build Missile Turret and Bunker near your base. Try to build some Turret at your left base, because that's the direction where The Purifier will attack your base.
- Transform your Viking into Vehicle when at the higher ground, so you can attack the enemies at below ground safely.
- Build a group of Viking to defend the Colony from the Protoss Fleet. You can use Hit and Run tactic to safe your units or you can destroy (intercept) them safely before they reach the Civilan City. After you manage to defeat the Protoss Fleet, the Colonist begin to evacuate and left some resources. Pick the Resources.

009. Mission 9: HAVEN'S FALL (You can access this mission from Mission Archives at the Bridge. By finish this mission, you didn't received any rewards, but you can see the Cinematic. Before you take the mission, be sure to spend your available credits into mercenaries or armory, also spend available Research Point).

Tips:
- Build Bunker and Turret at the North and South Entrance Road
- Build Supply Depot in front of your Bunker and Turret to slow down enemies movement
- You can use combination of your Marines, Firebat and Medic, then load into the Hercules to charge enemies base

Tips:
- You can destroy nearby Orlen's Command Center (3 Command Center) to stop him from contract Mira.
- Build Bunker and Turret near the 2 entrance. Prioritize to build at the south entrance.
- If you manage to contract Mira, you can use her Siege Tank to destroy the remaining Orlen's base.

Tips:
- In this mission, you can't control Tychus nor Odin. So you must close to him and heal / repair him often.
- Build Bunker and Turret at the right entrance to your base.
- Escort Odin with your Wraith, Viking, 2 SCV and 2 Medic. You may also could bring your Command Center, so you can create SCV to repair Odin faster.
- Don't destroy the enemies building, just let the Odin do it. It will give you enough time to recover your units and resources. But just don't forget to repair the Odin with your SCV.
- You can find Loki at the place before the last Enemy Command Center location. To destroy the Loki, you can attack it by far range attack with your Viking. But beware of it's special attack and close range attack.

Tips:
- During the Surprise Attack, you must choose which enemy base you want to destroy. At north, the enemy base full with Siege Tanks. At the left, the enemy base full with Air Units. At the right, the enemy base full with Infantry units and light vehicle units. Choose wisely. For me, I choose to attack the North base, minimizing their Siege Units.
- Beware of enemies air unit attack. Build many missile turret at the north of your base, but don't get too close with the wall, because enemies Reaper can attack from behind the wall.
- When accessing Broadcast Tower, you must create a defensive parameter around it, because enemies will swarm in seconds once you enter the Tower.
- In this mission, you can unlock the SECRET MISSION. Just go to the bottom right corner of the map. You'll see Civilian Science building. Destroy it and get the Secret Documents. If you manage to do that, you can access Castanar Planet.

Tips:
- Use Raynor in front as the 'Tank' for your troops.
- Raynor has new capability. He can use Breaching Charge to destroy any door. He also can use Grenade to kill enemies group and Plasma Gun to hit enemies with high damage. Then Chrono Rift Device to slow down enemies movement.
- In this mission, when you able to hack the system, you can choose to:
a. Activate left side guns or right side guns. I choose to activate the left side guns to destroy the Firebat.
b. Release 19 zealots, 75 zerglings or 5 Ultralisk. I choose 5 Ultralisk. When they battling the Ultralisk, you can also join the fight. Make sure that your Marine is located far enough, so didn't taking damage from Ultralist attack.
c. Control the Robot Vehicle using Arm with Anti-Armor Missile, Arm with Anti-Personal Napalm or Arm with All-Purpose Cannon. I choose Anti-Armor Missile. Charge the enemies with your units behind the Robor Vehicle. Also remember, you can shoot the Barrel to damage enemies unit nearby the barrel.
d. Request for reinforcement which is 8 Marines, 3 Marauders, 4 Firebats or 3 Marines with 3 Medics. I choose 3 Marauders.
e. Release Brutalisk to get the Zerg Research point.
- You must destroy the Holding Pen to stop Zerg incoming attack
- Protos Relics is found when you destroy the 2nd Holding Pen and also at the room where the Brutalisk Creature is in the some sort of cage. Then when the facility ready to blow up, you'll find them along the road.
- When you reach the room after the 2nd Holding Pen room, you may want to blow up the right door to get the Plasma Gun to easily destroy enemies at the next room.
- When you reach the room where there's a Brutalisk creature in the some sort of the cage, you can use hit and run strategy to defeat the guards. Here's how to do it: position your armies in the back, and use Raynor as bait, when the enemies pursuing Raynor, you can kill them with your armies that has been waiting in the ambush.
- When the Hybrid enemy loosen, just avoid any enemies, so they will fight each other and you have enough time to run. Also activate the autobot too.

Tips:
- This mission is racing mission between you and the Zerg. Whoever get the artifact first is the winner.
- First build 2 more SCV, 1 mining the crystal and 1 collecting the vespene gas. Then build 1 bunker at the entrance, fill with Marauder. While the Protoss attack, build 1 Supply Depot. After that repair the bunker and then build another bunker near the entrance. Fill the bunker. Then build Engineering Bay, so you can build Missile Turret to guard the back of your defense.
- Prioritize to Hire Hel's Angel (Viking Mercenaries), so you can 'help' the Protoss defend their homeland while you have enough time to build your forces. Make sure the Protoss High Templar at the upper ground didn't killed, by defeating Zerg flyers, so he can use his magic to destroy many Zerg units.
- Meanwhile, build your defense parameter at the entrance and also build and upgrade your armies.
- If you have hire all the Hel's Angel, then it's time to get the artifact by destroying the Protoss defense before the Zerg. Don't forget, to bring your SCV (at least 3) with you, so whenever your unit takes some damage, they will be repaired automatically. Be prepare at the artifact location, because there's 3 Giant Protoss Robot.
- The location of the Protoss Artifact is 3 near your base (at north, left and right), 1 at the Protoss base at the top right before the artifact location.

Tips:
- Zeratul has new ability: Blink to teleport short distance, Void Prison to stun any enemies for short period
- You can use Zeratul to stun enemy detector first before destroying enemies surrounding the area.
- To kill Brood Lord, you can use Zeratul Void Prison, then order the Stalker to attack it.
- After the 2nd shrine, where there's a rock that you can smash, don't smash yet, because there's Ultralisk hidden in the grown. Use your Stalker to destroy the Overseers. After the Overseers died, use Zeratul to blink to other area to destroy any enemy ground units. After that, use 1 Stalker to do 1 hit at 1 Mutalisk (not the Brood Lord), then go back to the rest of Stalker position, so together can kill the Mutalisk easily. When all of the Mutalisk died, use Zeratul Void to stun the Brood Lord while your Stalker kill it.
- At the second enemy base, beware of 2 Ultralisk that had been burrowed waiting for the ambush.
- When there's many Spine Crawler, you can attack the Spine or Spore Clawfer from the above ground, but watch out for the Overseer sight.
- The last enemy base is located near the 3rd shrine, at the bottom left of the 3rd shrine. Use Zeratul's Blink skills. And you can destroy the enemy base from below with your Stalker.
- When escaping, don't destroy the enemies or the rock builders, it will slow you down. Instead, use your Blink to pass it.

Tips:
- Prioritize to upgrade your Shield first.
- Build a defensive structure near the both entrance to your base. If enemy Maar come, be sure to attack with your armies first, by doing so, Maar usually didn't use it's skill to destroy your building with 1 single shot (unless you have a High Templar because he can use his Feedback skill to drain Maar's energy, that preventing Maar using his skill). My defensive team would be: 2 Stalker, 3 Immortal, 1 High Templar, many Zealot. While I use Dark Templar as attacking force to destroy enemy building.
- Powered-up abandoned structure to the left of your base, it's Robotics Facility. You can create immortals there to help you to destroy the Maar. If the Robotic Facility is destroyed, you must create a building there, so the attacking forces will attack there, while the enemy Maar attack your base (splitting enemies strategy). But make sure, you place 5 Dark Templar there, to destroy any enemies.
- Powered-up abandoned structure to the right of your base, it's Dark Shrine. It will enable you to create Dark Templar at the Gateway.
- Powered-up abandoned structure to the right lower of your base, it's Templar Archives.
- Defend the scattered abandoned structure that you had claim with your Dark Templar (at least 5).
- Destroy enemies base, so there will be less enemy attack. There's 1 at the right, north of the abandoned structure at the lower right. And there's 1 at the lower right of your map. Make sure you destroy the Phylon, so the Photon Cannon can't detect your Dark Templar. Best to charge enemies base after they move their unit to attack your base. The last 1 is at the South, where the Preservers's Prison located (at the right). For the last enemy base, make sure you bring a huge armies with you, and equip with Stalker to attack enemy air units.

Tips:
- First build pylon to activate the Photon Cannon. Then build 2 Probe to get the Vaspene Gas. After that upgrade your shield.
- Be sure to build Twilight Council, so you can upgrade your shield to level 2.
- Be sure to create Stalker / Archon to attack enemies air units.
- Use Observer to see enemies that hide in the ground..
- Don't forget to build your defensive structure at the left of your base, because sometimes enemies will showing up there. Guard there with your Dark Templar (at least 5 Dark Templar).

Tips:
- First upgrade your Shield to the max, then upgrade your Weapon, after that your Armor.
- For Air units, upgrade your weapon to the max, then upgrade your Armor.
- Upgrade your Ship's Weapon and then their Armor.
- Build Robotics Bay, so you can create Colossus.
- Group your units into 3 which is: all Ground Units, all Air Units and all High Templar, so you can order your units more effectively.
- Use Phoenix skill's or Urun's skill which is Graviton Beam to levitate the enemies (better to target huge enemies, except you can't target Massive type unit). Useful to levitate the Hybrid enemies.
- Use Zeratul's skill of Void Prison to temporary stop the enemies (better to target huge enemies).
- Use High Templar's Skill Psionic Storm to kill group of enemies.
- Prioritize to build your Photon Cannon at high ground.
- If your forces is surrounding by the enemies, you must fall back to the back of your base. Set up the defensive parameter there.

- Direction of Attack:
a. Front (Zerg)
b. Left (Zerg)
c. Right (Zerg)
d. Front (Hybrid)
e. Left (Zerg), Right (Zerg), Front (Zerg and Hybrid)
f. Left (Zerg and Hybrid), Front (Zerg and Hybrid), Right (Zerg and Hybrid)
g. Center (Zerg)
h. Left (Zerg and Hybrid)
i. Front (Zerg and Hybrid)
j. Right (Zerg and Hybrid)
k. Right (Zerg and Hybrid), Left (Zerg + Hybrid), Front (Zerg + Hybrid)
l. Back, Front, Left
m. I have to withdraw to the back of my base and I can't tell more information

Tips:
- If you research Orbital Strike (Protoss Research), then you can deploy your infantry units straight to the Data Cores building to destroy it, example at the 1st Data Core.
- Build Defensive Parameter at your base entrance.
- At the 2nd Data Core, you can use your Siege Tank to attack from the north of the Data Core Building location. But before you do that, make sure you clean up any enemies around the area.
- At the 3rd Data Core, you can deploy your troops from the south of the Data Core Building. But be sure to clean up the Spore Crawler there, so you can deploy your troops safely.
- To kill the Brutalisk, you can deploy your siege tank first to destroy the 2 Spore Crawler. Then attack the Brutalisk.

Tips:
- Prioritize to build more Banshee or Air Units.
- You can use Banshee's cloak to destroy enemies Protoss units, but beware when there's nearby enemy Photon Cannon because it can detect your Banshee even cloaked.
- When there's enemy Photon Cannon, destroy nearby enemy Pylon to deactivated the enemy Photon Cannon and Building.
- The Protoss Relics is 1 near your base (at the right), 2 before the Protoss Base (at right and left) and the last one at the far south of the Vault.
- You can find a 'staging' area to prepare your last assault at the Vault, at the south of the Vault, where the last of the Protoss Relics location.
- To assault the Vault, better to wait until the Fire Wall is closed by, because in that time, there's only few remaining Protoss alive and there's no enemy reinforcement from nearest enemy building.

Tips:
- Build Bunker and Missile Turret around your base. Build prioritize at the upper ground.
- Build many Battlecruiser for this mission to success.
- Build Armory, so you can upgrade Ship's Plate Armor and Weaponry.
- At the 2nd area of once enemy base located, you can land your Command Center near the resources. After that, place the Missile Turret at the back of your Command Center along with your Siege Tanks. It make your Command Center as the 'Tank' because of it's High Hit Points.

Tips:
- Build Defensive Parameter at your Base Entrance.
- Kill the enemy Probes that trying to seal the altar. You can use hit and run tactic, which means just target the enemy probe, then flee.
- Prioritize to upgrade Air Units Armor then Air Unit Weapons. So, you can use Air Unit, such as Viking or Banshee, to destroy enemy Probes. For Banshee, you can use their cloak skill to by pass enemies defense, as long as there's nothing photon cannon.
- Don't extract from the Altar near your base, because if there are enemies that want to seal the altar, you can easily dispatch your armies from your base.
- To finish this mission, you can either extract from 7 altar, or you can destroy all Protos units and buildings.

024. Mission 24: BREAKOUT (You can choose whether to help Tosh or Nova. I choose to help Tosh)
Location: New Folsom
Reward:
- 125.000
- 50.000

Tips:
- When there's an upper ground, go there and kill the enemies from there if possible.
- Avoid Missile Turret or Raven, because they can detect Tosh.
- Use Tosh's ability when you need too, to save his energy, example at the first enemy Factory. At the first enemy factory, destroy all enemies building nearby include their factory upgrade, so the allied units can land and build defensive parameter.

025. Mission 25: GHOST OF A CHANCE (You can access this mission from Mission Archives at the Bridge. By finish this mission, you didn't received any rewards, but you can see the Cinematic. Before you take the mission, be sure to spend your available credits into mercenaries or armory, also spend available Research Point).

Tips:
- When there's an upper ground, go there and kill the enemies from there if possible.
- Avoid Missile Turret or Raven, because they can detect Nova.
- Use Nova's ability when you need too, to save his energy.
- You can use Nova's ability to control (dominated) enemy Siege Tank or Battlecruiser, and also you can use her skill's Dominated again to other enemy unit and acts simultaneously.
- When you face 2 enemy Battlecruisers, dominated one of them, then destroy all surrounding enemies except enemy Battlecruiser. After the dominated Battlecruiser destroy, you can dominated other enemy Battlecruiser.

Tips:
- Build a Refinery to mining the Vaspine gas.
- Build defensive parameter at both of the entrance to your base.
- Build Psi Disrupter at both of the entrance to your base.
- If you research the Orbital Strike (Protoss Research), then you may want to add Reactor so you can build 2 units at once and point to land at the Allied Landing Zone.
- To save the Allied Landing Zone:
a. 1st Landing Zone: You can use your siege Tank to destroy nearby Zerg units within inside your base. After they're wipe out, you can safely move your troops to the Allied Landing Zone and move them into your base.
b. Use your Siege Tank and bring with you 2 SCV to automatically repair your siege tank, then destroy the Zerg units. After that go to the Allied Landing Zone and move them into your base.
c. Use your siege tank with accompanied by your SCV and marines to destroy the Zerg units. After that go to the Allied Landing Zone and move them into your base.
d. At this time, you may want to hire Hel's Angel mercenaries. Use them to lure the Zerg unit into your base, so you can destroy them easily. After that you can go to the Allied Landing Zone and move them into your base.
e. The Allied Unit land near your base. Bring your Hel's Angel and land near them, then quickly fly again. Fortunately, all of the units can fly, so fly them to your base as fast as you can. After reach your base, you may want to deploy Auto Turret at both of your base entrance from your Raven.
f. Unfortunately, this time the Allied land directly into Zerg base and soon as they land they will surrounded by the Zerg. But if they survive the 1st wave, you can lure the rest of the zerg into your base with your Hel's Angels, so you can destroy them easily. After that, go to the Allied Landing Zone and bring them to your base.
g. At this time, there's 2 landing zone. You can use your Orbital Strike to land your unit at the Allied Landing Zone. Bring the Air unit into the upper ground, so the enemy can't chase them. After that, you must bring them to your base.
h. Same with the previous one, there's 2 landing Zone. Prioritize the Landing Zone that there's 2 BattleCruiser, because it very near to your base, and also at the other landing zone, it will likely they can survive the Zerg attack. Lure the zerg into your base so you can destroy them easily, then move to the Allied Landing Zone and bring them to your base.
- Because there's minimal Vaspene Gas, you must prioritize to upgrade your weapons and armor before creating / build your units.

027. Mission 27: BELLY OF THE BEAST (In this mission, you can choose whether to Sabotage Tunnels or Attack Platform. I choose to Sabotage Tunnels, because with Turrets and all the upgrades, my air defenses is strong enough compare to deal with the sneak attack from Nydus Worm)

Location: Char
Reward: -

Primary Mission:
- Plant Seismic Charges at each Fissure (3)
- Run to the Extraction Point

Tips:
- After you destroy the Stone Rubbled that blocking your way, be prepare for the ambush from the front and back. Better you deploy the Flamming Betty from Swan first.
- When defending the Charge, you may want to use Raynor's Penetrator Round to destroy the Nydus Worm, to temporary stop enemies reinforcements from it.
- When rescuing the 2nd Allied troops, they will be assault by Zerg. Move fast to rescue them, but watch out for your back. Better to put the Flamming Betty at your back while you advance your troops to rescue.
- When facing road with many Nydus Worm, you must defeat the Nydus Worm to stop the Zerg from coming.
- To rescue the 3rd Allied Troops, destroy the Spine Crawler with Penetrator Round, and direct hit with Omegalisk. Then order Jim Raynor, Tychus and Swan to attack the Omegalisk while the rest of your troops attacking other zerg unit, before the Omegalisk manage to destroy the blockade.

028. Mission 28: SHATTER THE SKY (You can access this mission from Mission Archives at the Bridge. By finish this mission, you didn't received any rewards and there's nothing any new Cinematic. Before you take the mission, be sure to spend your available credits into mercenaries or armory, also spend available Research Point).

Tips:
- Build a Refinery to mining the Vaspine gas.
- Build defensive parameter at both of the entrance to your base.
- Build Psi Disrupter at both of the entrance to your base.
- Because there's minimal Vaspene Gas, you must prioritize to upgrade your weapons and armor before creating / build your units.
- To kill the Zerg Leviathan easily, I created 10 Battlecruiser and use the Yamato Cannon to destroy it (imagine, 10 Yamato Cannon to kill 1 enemy :D)

Tips:
- With the Nydus Network destroyed, you can expect heavy air attacks from the Zerg
- My Favorite Hot Keys:
1 => For 1 Barrack, point to land on the left entrance
2 => For another Barrack, point to land on the right entrance
8 => For Battlecruiser
9 => For Starport
0 => For upgrader building, such as Engineering Bay
- Build many marines, because it cheap and punch a lot of damage too. Don't forget to build Medic to save your Marines live.
- Build 2 Bunker at the top, another 1 Barrack at the top near the artifact, many Missile Turrets at the back of your base, 2 Psi Disrupter at each of the two road entrance, 2 Perdition Turret at each of the two entrance, Missile Turret around your Artifacts (make sure it's very near to the Artifact, and don't put those near the edge of the cliff)
- Upgrade your Barrack with Reactor, so you can build marine or medic unit fast enough. Better to use Hot Key for the Barracks.
- Upgrade your Starport with Reactor, so you can build Viking fast enough. Better to use Hot Key for the Starport.
- Upgrade your infantry weapons and armors to the max. After that, upgrade your Weapon Ship and Armors to the max. Last, upgrade your vehicle weapons and armors to the max.
- Place some of your air and ground unit to guard your rear base.
- Use the Nova from the artifact when you're overwhelming, or when the Queen Of Blades is coming. Best when the Queen Of Blades is coming.
- Better to use your large marines to destroy the Queen Of Blades, because she can use her special kill to instantly kill your Ships and Vehicles. And watch out for her Area attack, because it can damage your unit at those area.
- You can build Supply Deploy at the front line at the strategic position, to slow down enemies movement.
- Don't worry, the enemies Leviathan didn't come too close at your base. Just stay away from it's attack range, and you'll be safe.
- After the Artifact's recharge reach 80%, focus your defense at the center near the Artifact. Prioritize to use your Battlecruiser and Viking to destroy enemies Corruptor because it can stop your Artifact from charging the Nova special ability.
- Remember, that your population maximum is 200, so it's useless to build more Supply Depot for that purpose. But of course you can build more Supply Depot to slow down enemies movement, though.

CONCLUSION

The Zerg invasion has been stopped, and the Queen Of Blades has been restored to her original human form of Sarah Kerrigan. But the victory has come at a heavy cost: Tychus Findley is dead, and Arcturus Mengsk remains secure on his throne.

*** EASTER EGG ***

001. FLYING TOILET
Location: Mission 3 - ZERO HOUR
Screenshot: CLICK HERE to open the Screenshot of the location of the Flying ToiletHow To:
Go to the top left Zerg base. You'll find a guy and he will hiding in the shed. Left click on the shed once he gets in, you need to do this 3 times. It will give you countdown each time you click on it. Then he will launch his toilet up to the sky !!!. After that, you'll see his flying toilet floating in the sky at some of the missions and cutscene.

002. DIABLO
Location: Mission 6 - THE DEVIL'S PLAYGROUND
How To:
In the lower right corner, you'll find an easter egg of Diablo. Even when submerged in lava, he's still alive

003. SPACE MARINE
Location: Mission 13 - PIERCING THE SHROUD
Screenshot: CLICK HERE to open the Screenshot of the location of the Space MarineHow To:
Just go to the Upper Right after the 2nd Docking Site, to see the Space Marine stand at the asteroid. Also if you completed the Flying Toilet easter egg, you'll see the Flying Toilet floating around too.